Package com.springrts.ai.command

Class Summary
AddLineDrawAICommand to this pos, again only x and z matter
AddNotificationDrawerAICommand on this position, only x and z matter
AddPointDrawAICommand create this text on pos in my team color
AddUnitToGroupAICommand Adds a unit to a specific group.
AiSelectUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
AttackAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
AttackUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
BreakPathDrawerAICommand  
BuildUnitAICommand set it to UNIT_COMMAND_BUILD_NO_FACING, if you do not want to specify a certain facing
CallLuaRulesAICommand this is subject to lua garbage collection, copy it if you wish to continue using it
CaptureAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
CaptureUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
CloakUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
CreateGroupAICommand Creates a group and returns the id it was given, returns -1 on failure
CreateLineFigureDrawerAICommand the new group
CreateSplineFigureDrawerAICommand the new group
CustomUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
DeathWaitUnitAICommand wait until this unit is dead
DeleteFigureDrawerAICommand Removes a figure group, which means it will not be drawn anymore.
DGunPosUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
DGunUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
DrawIconAtLastPosPathDrawerAICommand  
DrawLineAndIconPathDrawerAICommand  
DrawLinePathDrawerAICommand  
DrawUnitDrawerAICommand teamId affects the color of the unit
EraseGroupAICommand Erases a specified group
FightUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
FinishPathDrawerAICommand  
FreePathAICommand  
GatherWaitUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
GetApproximateLengthPathAICommand Returns the approximate path cost between two points This needs to calculate the complete path, so it is somewhat expensive.
GetNextWaypointPathAICommand  
GiveMeNewUnitCheatAICommand Creates a new unit with the selected name at pos, and returns its unit ID in ret_newUnitId.
GiveMeResourceCheatAICommand The AI team receives the specified amount of units of the specified resource.
GroupAddUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
GroupClearUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
GuardUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
InitPathAICommand The following functions allow the AI to use the built-in path-finder.
LoadOntoUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
LoadUnitsAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
LoadUnitsUnitAICommand see enum UnitCommandOptions
MoveUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
PatrolUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
PauseAICommand reason for the (un-)pause, or NULL
ReclaimAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
ReclaimUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
RemovePointDrawAICommand remove map points and lines near this point (100 distance)
RemoveUnitFromGroupAICommand Removes a unit from its group
RepairUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
RestartPathDrawerAICommand  
RestoreAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
ResurrectAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
ResurrectUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SelfDestroyUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SendResourcesAICommand Give units of resource to team .
SendStartPosAICommand on this position, only x and z matter
SendTextMessageAICommand Sends a chat/text message to other players.
SendUnitsAICommand Give units specified by to team .
SetAutoRepairLevelUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetBaseUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetColorFigureDrawerAICommand (x, y, z) -> (red, green, blue)
SetFireStateUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetIdleModeUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetLastPosMessageAICommand Assigns a map location to the last text message sent by the AI.
SetMoveStateUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetMyHandicapCheatAICommand This function has the same effect as setting a handicap value in the GameSetup script (currently gives a bonus on collected resources)
SetOnOffUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetRepeatUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetTrajectoryUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SetWantedMaxSpeedUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
SquadWaitUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
StartPathDrawerAICommand  
StockpileUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
StopUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
TimeWaitUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
TraceRayAICommand  
UnloadUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
UnloadUnitsAreaUnitAICommand max command execution-time in frames; if it takes longer then this -> abort
WaitUnitAICommand max command execution-time in frames; if it takes longer then this -> abort